reinforced deflection?

By R4B2, in X-Wing Squad Lists

I was having a hard time identifying the hive mind's take on the reinforced deflectors upgrade and decided to post the question here. What is the general consensus on the reinforced deflectors?

For example, why doesn't this see play on the palp-shuttle? I know that some folks load their shuttle with sensor jammer, but this seems like a potentially useful defensive upgrade as well. Is it because of the lack of consistency? Just threw this together as an example, it seems like the deflector could help keep the shuttle alive longer/allow it to risk engaging in battle.

The problem with Reinforced Deflectors is that your opponent can manipulate it.

If your opponent shoots at the Palp Shuttle and rolls [hit], [hit], [eye], and he has a focus token, he will opt not to spend the focus token because when he factors in Reinforced Deflectors, he knows that his damage will be 2 regardless of whether or not he spends the token (omitting green dice for the moment). As a result, your opponent does the 2 damage he rolled, but because he knows that Reinforced Deflectors is putting a cap on his damage, he will retain the focus token, which he can still use on defense. As a result, the Reinforced Deflectors (which cost you 3 squad points) has not had any opportunity cost for your opponent, though it did slow the incoming damage.

For one point more, you can get Sensor Jammer, and if your opponent wishes to circumvent that upgrade, at least they'll have to spend the focus token (if they have one at all).

It's Errata is what really hurts it. It now needs not 1: condition but 2.

1: Must be dealt 3 Damage AND

2: One of those must be a crit.

So 4 damage from a HLC goes through without activating the Deflectors. So the are very situation based now.

It's Errata is what really hurts it. It now needs not 1: condition but 2.

1: Must be dealt 3 Damage AND

2: One of those must be a crit.

So 4 damage from a HLC goes through without activating the Deflectors. So the are very situation based now.

Wait, what? I'm pretty sure that the thing you just said isn't true.

It's Errata is what really hurts it. It now needs not 1: condition but 2.

1: Must be dealt 3 Damage AND

2: One of those must be a crit.

So 4 damage from a HLC goes through without activating the Deflectors. So the are very situation based now.

Wait, what? I'm pretty sure that the thing you just said isn't true.

Check the FAQ...

I checked the FAQ and I don't see anything about what you say. Reinforced Reflectors triggers when your ship suffers 3 or more hits. Nothing about a critic damage.

Here's the errata:

“After defending, if you suffered a combination of 3 or
more damage and critical damage during the attack,
recover 1 shield (up to your shield value).”

I assume CBMarkham is saying that you must suffer both damage and critical damage for it to trigger. I.e. it should say "if you suffered any combination of 3 or more damage and/or critical damage".

What's funny is that errata is presumably there to stop people saying it won't trigger unless there are three normal damage.

Edited by The Inquisitor

Oh lord, clearly its 3 damage or more of any flavour.

Correct. It's 3 damage or more of any type. If you read on the FAQ the clarification for the reinforced deflectors you will read, when talking about plasma torpedoes, this: "If this attack causes that ship to suffer 3 or more damage, it recovers 1 shield after Plasma Torpedoes resolves. "

Nothing about critical damage.

The reason it doesn't see use on the Palpshuttle is points cost, pure and simple.

The Palpshuttle is built as cheap as possible to leave as much space as possible for the aces.

Sensor jammer always works, and besides the thing about your opponent manipulating it, you might roll evades your self, losing 3 points on a upgrade that only works once.
Try flying sensor jammer palpatine with a carnor jax... THAT is a nasty combo. Your palpatine will live longer that he should..

Reinforced Deflectors are pretty good but are in a highly contested System Slot. They work better the lower your agility so Ghost is the obvious candidate. The problem is that Ghost has those lovely 4-dice primaries that really benefit from the free target locks provided by FCS (which is also a point cheaper). FCS also works even better if you have the docked shuttle as you are doubling the number of times you can use it.

People building a tanky Ghost normally opt for Kanan. The problem is that Kanan's ability conflicts with the RDs to some extent so again it is not an optimal combo.

RDs are not bad, it is just that for every viable ship I can think of that could carry them, there seems to be a better choice for that System slot.

Thanks all. I guess it makes sense that if you're going to build a more defensive shuttle you pay 1 more pt for the consistent effect. So much of this game is driven by what consistently works, rather than random payoffs that may or may not trigger RD seems to be in the same boat.

Check the FAQ...

Okay. Now you check it. :P

I assume CBMarkham is saying that you must suffer both damage and critical damage for it to trigger.

Also, I never said that. That was the other guy. <_<

You do not have to suffer critical damage for Reinforced Deflectors to trigger.

Reinforced Deflectors are pretty good but are in a highly contested System Slot. They work better the lower your agility so Ghost is the obvious candidate. The problem is that Ghost has those lovely 4-dice primaries that really benefit from the free target locks provided by FCS (which is also a point cheaper). FCS also works even better if you have the docked shuttle as you are doubling the number of times you can use it.

People building a tanky Ghost normally opt for Kanan. The problem is that Kanan's ability conflicts with the RDs to some extent so again it is not an optimal combo.

RDs are not bad, it is just that for every viable ship I can think of that could carry them, there seems to be a better choice for that System slot.

Rd's are fine on kanan if you expect to have multiple attacks coming in. (and kanan is a nice juicy target that will invite multiple attackers)

You do kinda need the right setup on kanan for RD's to work for you; I favour recspec & Jan if I'm going to be doing that.

You can use the evade token and/or kanan's ability to tax the weaker incoming attack, and then effectively cap the stronger attack at 2 damage with the deflector.

It does work in that setup, but I do agree: Sensor Jammer is better most other times.

I assume CBMarkham is saying that you must suffer both damage and critical damage for it to trigger.

Also, I never said that. That was the other guy. <_<

Oops, my apologies.

Here's the errata:

“After defending, if you suffered a combination of 3 or

more damage and critical damage during the attack,

recover 1 shield (up to your shield value).”

I assume CBMarkham is saying that you must suffer both damage and critical damage for it to trigger. I.e. it should say "if you suffered any combination of 3 or more damage and/or critical damage".

What's funny is that errata is presumably there to stop people saying it won't trigger unless there are three normal damage.

CbMarkam is correct I said it. Really a discussion for the the rules board. However key words in the errata are combination of 3 damage AND.... So to have a combination you must have multiple items to trigger. The original wording had it to any 3 or more damage to trigger which is why the errata is in place...

That's because people read 3 booms only, not booms and kabooms. I think it's obvious they mean the damage can be any mixture of booms and kaboom, but probably needs an and/or rather than just "and" in there

Hell yes. Glad I was able to stir the pot on this contentious card that everyone is flying.